Rhythm Overdrive by Diblow






WARNING: Lots of flashing colors!
Rhythm Overdrive is a shootem up / rhythm game, where ennemies are trying to kill you while dancing on the musics BPM ! Can you pass all 3 difficulties ?
Collect power ups to enhance your weapons, use bombs to clean the screen from all the ennemies, and make the greatest score possible with the combo multiplier !
You don't need to kill all the ennemies, but more kills = more SCORE !
Music Credits: - Elektronomia - Madeon - Yellow Claw & Dirtcaps - DJ Striden
| Windows | https://diblow.itch.io/rhythm-overdrive |
| Original URL | https://ldjam.com/events/ludum-dare/41/rhythm-overdrive |
Ratings
| Overall | 57th | 4.117⭐ | 113🧑⚖️ |
| Fun | 48th | 4.086⭐ | 112🧑⚖️ |
| Innovation | 644th | 3.286⭐ | 112🧑⚖️ |
| Theme | 657th | 3.509⭐ | 112🧑⚖️ |
| Graphics | 15th | 4.64⭐ | 113🧑⚖️ |
| Mood | 47th | 4.17⭐ | 111🧑⚖️ |
| Given | 69🗳️ | 23🗨️ |
Had a blast playing!
@MoffKalast For the songs, we used the BPM of the songs for the enemy's movements.
And for their spawns we used the intensity of the music. ( So it could work with any song, we just need the BPM of it )
the graphics is good, I like it, pretty acid!
Also take a look to my review here at twitch.com/rodancheg
Screenshots look great, seems like you really nailed the particle effects!
We'll try to make a macOS build but none of us has a mac to test it so.. ><
Likes
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Trancelike EDM with a really good vibe.
SUPER POLISHED LOOKS. Damn, I will be making that polish a priority for my next jam. So satisfying.
Really relaxing shooter game play, I enjoyed it a lot.
The pacing is fantastic in many places.
Ideas
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Would be nice if the rhythm also affected my own shooting. This could be an awesome game with rhythm changes and polyrhythms (yeah dubstep)
Gist
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Really enjoyed this one, and I am keeping it open just to enjoy the music and visuals on my TV.
If you get chance check out our game Mechasnek :) https://ldjam.com/events/ludum-dare/41/mechasnek
Congrats on finishing the game!
(no need more words :smile: )
If you could check out [my game](https://ldjam.com/events/ludum-dare/41/ludum-dare-41-placeholder-1) too I'd appreciate it!
Some constructive criticism, this game is really good like so don't think of this as me being negative towards your game:
Although the enemies move to the rhythm I didn't think it really impacted the gameplay enough to be a gameplay mechanic since you can just hold left click and hope you'll hit them anyway. That and they seem to move left or right randomly on beat so it's not something you can predict too well, so might as well hold left click all the time. So to me, it didn't feel like a rhythm game, just a game where the enemies dance to the music in a really awesome way. I feel like if rhythm was implemented to the shooting more, or impacted the overall gameplay more, then it would be more fun. Even having the ship constrained to grid movement rather than having it floaty might also help that "punchy" precise feeling from rhythm games, but not sure about that idea tbh.
This is being super picky like, great job on this game overall, the overall polish is insanely high quality.
They probably just mapped BPM from the track to their animator. Well done, a typical case of "good enough wins the jam!"
Would definitely some more feedbacks on Chorus compared to Verse part of the musics. Maybe add some ennemis or some challenge when music go to the climax. But you got my 4.5/5
The only drawback i would find is the use of known tracks. It would be an interesting game for lot of music designers !
Check our game ! https://ldjam.com/events/ludum-dare/41/blocksnblaster-1
Too less enemy types, game not challanging for me.
@Blinkenlights I'm sorry we didn't take the time to make a linux build. We are not used to it; but someone managed to play the game with Wine on Linux, you should try if you use it ^^
@saintheiser We'd love to add new ennemies, and a lot of more weapons ! It was just really hard to implement more content while optimize it and balance it in 72h :c
@HPMNK Unfortunately, we have no sound designer in our promo :c
I'll love to play this game more polished!
@saintheiser Hehe, we plan to upgrade this game during this summer, so maybe one day a bigger and better version will come out ! ;p
@BlueMirror Thanks ! Glad you enjoyed the game ! That's true, our base concept is quite incomplete, and we need to implement features & new gameplay elements, like an utility to stop shooting etc..
For the musics, we just chose songs that we like, and we tried to use not so well-known musics :p
~sorry for those english mistakes~
A bit on the easy side though but great overall.
I think you can do a lot more with the music and this game format, but taking the limited amount of time into account this is just right,hitting the right spots to show what could be!
I wasn't too big a fan of the green weapon fanning back and forth, but maybe that's just a case of balancing or simply straightening it out, I do understand why it happens, but perhaps it's more suited for a different weapon.
Now don't you dare drop this and not do anything with this, this has so much potential! The game as it is now is a great start and proof of concept! But now it's time to step it up to the next level! Let us choose our own music, adjust the level based on the music, enemies, upgrades, maybe even a shop, etc!
This game could sit right up there next to Audiosurf and Beat Hazard! Awesome work!
***Get some songs licensed, build some levels, throw in some new mechanics and features and call it a day!***
That said, a few requests for the future:
1. The ability to import our own music. I know games have done this before, but give us a level editor and let us go nuts!
2. I'd love it if the enemies moved EXTRA whenever there were extra drum beats or other rhythmic elements... though that might increase difficulty.
3. I'd love it if the bullet firing was on some fraction of the beat. Like super fast laser hi-hats.
@Densin Yeah, the weapon is aiming left & right because if it was firing straight it would be really underpowered. We tried that :p (and we plan to make a vertical slice of a more complete version of the game !)
@TheLucky Good point here. We need to implement more visual / audio feedback for the player, and make some ennemies react to the shooting impacts. With all of that, it will be even more satisfying for the player ^^
@funisfun8 Thanks ! I'm extremely glad that you enjoyed the game ! I agree with you for the instrumental songs. Lyrics are not my favorite, and we'll try to use less lyrics-based songs for the more advanced version. We also have a lot of ideas about new mechanics, ennemies, weapons, bosses, etc.. :p
Unfortunately, here is our biggest problem : We tried to find a way to let the players use their custom musics, but our game is too BPM dependent (the walls, the ennemies, and the background are always bumping at the perfect timing of the song's BPM); however, games like Audiosurf & Beat Hazard are more approximative about that. They are using some kind of script that detects kicks & snares, and create pickups & obstacles based on the song notes but not at every beat (Audiosurf), or ennemies and approximative glow amplifyer, exactly like the visuals of music videos on youtube, you know (Beat Hazard), but these games are not BPM perfect. In our case, we already tried to use a script like that, but the walls & background were desynchronized, or were bumping at every peak in the audio source (horrible), and it was not precise. It's a really big problem, and after some researches, we realized that creating an algorithm to calculate BPM of custom songs is really complex, and depends of the sampling of the audio source, etc.. ( [look at this](http://mziccard.me/2015/05/28/beats-detection-algorithms-1/) )
For now, we plan to make a version of the game with a lot of tracks (like a Guitar Hero game), and eventually make some kind of big update with custom tracks later ^^ Trust me, it was a really hard decision to make. The other solution was to change the entire game, and we don't want that.
About your 2nd request, we plan to make some "drop multiplier" whenever the song is becoming intense, so the ennemies could be faster, and spawn more :p (also, some new game influencers mechanics are gonna be implemented).
And finally, we already tried to make the bullets of the player follow the beat; it would work if our game has only 1 weapon, but there will be more, so it will be hard to diversify weapons while constrain them to fire on the beat (or a multiplier of the beat), but nothing is definitive right now :p
Thank you again everybody, and sorry for those english mistakes~
Graphics perfectly feets the genre, and is pretty much innovative for a shmup. (and i really like and play shmups)
I hope you'll continue development :)
Idea : some time enemy ships were at the same position. I thought it could be a nice idea if some enemies could split in two.
i never tried to write script about music analysis, but as a musician who likes to record my music, i can tell you that most songs have a constant BPM, except in metal. my first approach to calculate the BPM would be to try 120 bpm first, as it probably is the most used bpm, find the beginning of the song, search if it matches with kicks and snares, if not try 140 and so on 160 180 220. At least it should work with synthwave, dubstep, electronic music in general. Or you could use some midi/guitar pro database. That's just an idea but if it can help ^^
Well, good luck for the future development :)
I totally get what you mean about detecting the BPM, every game I've played that claims to detect rhythm is never quite right and it pulls you out of the experience. Hence, why I suggested you should give a manual level editor that could export some sort of text file to be paired with different custom songs(you don't want to be responsible for people distributing music, that would be a legal nightmare.)
I'll discuss with the devs if it's possible to make a fully working level editor, with some crazy features :p Some kind of "track visualizer", that can allow players ( and us ) to customize and map songs, with editable values etc..
And of course, no music sharing, we don't want any legal problems ^^
@mowztouch I think those databases are licensed, or really hard to export to a game. Your idea about an analyzer script is interesting, but it will need to analyze the audio file, and with differents audio file formats, samples (44100, 48000,..) it will become really hard to code relatively fast..
I really think that's possible, but for now, we'll try to find some simpler solutions :p
Thanks for the feedback !
Congrats!
I also went with a rhythm-based game, but took a more manual approach to mark the significant beats instead of real detection, which is quite tricky to pull off (also, I was on my own, so I couldn't afford to spend a lot of time on a realistic system). For a given song with set BPM I used a cue sheet linked to a song that tracks what beats are important. (Ideally, there could be different sheets per song to support different difficulty levels or stuff like that).
Overall, it's cool game.
This game was awesome! My only real complaint is that it was too easy. I felt like that when I thought you had to kill everything, then even more so when I realised you could let enemies pass. The main difficulty came from RNGesus not dropping power ups for nearly the whole level, which happened to me a couple of times. Anyway, I still really enjoyed it, the graphics are clean and exciting, the sound effects are fitting and the music (especially the third track) was really good. I went back and played level 3 a bunch, because I was enjoying the music (and it presented the most challenge) so much. Thanks for including controller support too. Great game, hope you take it further.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape